3D Platformer GameDev Series – Weekly Blog #11: Player Health UI

Hey everybody! How was everyone’s first week of summer? Any new or exciting plans out there for anyone? Myself…? Not much given that the pandemic is still very much present where I live – although places are starting to open up these past two weeks. Needless to say, I will continue each week towards my goal in completing the 3D Platformer course by this Fall. Without further ado, I will demonstrate how to update the UI to display the player’s health today.

Back at the start of Week #6, you may recall a UI object called a canvas being added to the game scene. The canvas is used to display UI elements such as the UI image for a fade in/fade out black screen added earlier. A new UI element introduced today is the UI text which is created and added to the canvas to display the player’s health points:


In addition to displaying the player’s health as text, a UI image is created and added to display the player’s health bar. To keep the UI elements organized, an empty called ‘UI’ is created containing the text and image:

UI (HealthText+Image)

And as always, in the ‘UIManager’ script, variables are declared to be assigned by the UI HealthText and HealthImage:

UIManager Script (healthText+healthImage variables)

Next, similar to how an array was created in the ‘PlayerController’ script to store all the player pieces (or game objects found in the player armature), an array is created in the ‘HealthManager’ script to store all the images (or sprites) for the player health bar:

Healthmanager Script (healthBarImages sprite array)

Finally, in order to update the player health points and health bar, a function called ‘UpdateUI()’ is added to the HealthManager script (see below). Appropriately, the ‘UpdateUI()’ is called in four functions within this script: “Hurt”, “ResetHealth”, “AddHealth”, “PlayerKilled” – essentially any function which would cause the player’s health to change.

HealthManagerScript (UpdateUI function)

As you can see in the script above, instead of using ‘for loops’ (as I have done all along), I learned to use “switch statements” this time –  another way to write conditional statements.

And alas, to see the player health UI (text and image) update in the game as the player takes damage, heals, is instantly killed, and respawns:

PlayerHealthUI (health display update)

And with that, that concludes this week’s blog post! I was hoping that I would have enough time this past week to move onto the next course lesson and add the next object to the scene, but work has been rather busy as usual. >< So, that will have to come about next week!

Have a good week everyone and stay safe!

– Taklon

3D Platformer GameDev Series – Weekly Blog #10: Health Pickup and Particle System Effects

Oh my… the weeks sure are rolling by. I am now about one third of my way through the 3D Platformer Udemy Course! Today, I will add another object to the game scene for player health pickup. Afterwards, I will revisit the particle system and use it to create some interesting effects when the player is killed.

If you have read my last few blog posts in previous weeks, you should know by now how game assets or objects are added into Unity and programmed to interact with the player. Just like the checkpoint or the spike trap added earlier, a game asset of a heart container for the health pickup is added into the game scene with an appropriate-sized collider for the player to potentially enter:

HeartPickup (add to game scene)

In the same way the checkpoint and spike trap were set up, the ‘Is Trigger’ on the ‘Health Pickup’ collider is enabled to allow the following ‘HealthPickup’ script attached on the object to work:


And in the ‘HealthManager’ script, for the “AddHealth” function:

HealthManagerScript (addhealth function added)

As you can see above, the coding and logic for the health pickup is very straight-forward. The result when the game is run, is thus, rather simple (the heart disappears when the player walks over to it and the player is healed):


Next, it is time to revisit Unity’s built-in particle system. This was used a few weeks back to generate lights to appear from an active checkpoint. Today, the particle system will be used again to create a death effect for the player when killed. In order to do this, the following code is first entered into the ‘GameManager’ script (see yellow and green boxes):

GameManagerScript (updated for player death effect)

Here, a new method called “Instantiate” is introduced above. Instantiate means to create a copy/clone of any object or any prefab (in or outside of the game scene), returns it, and allows the copy to appear at a newly specified location and rotation. Already, I can think of so many ways the instantiate method can be used in game development; from inventory systems to character customization to enemy transformations, I anticipate this will be a method I will utilize more and more in my game development endeavours.

Now, back to Unity. After setting up the script, the next step is to create a particle system effect (two systems grouped together make up the effect here):

PlayerDeathEffect object (particle system)

As you can see, there are a lot of different parameters to adjust and play around with in Unity’s particle system to achieve a desired or intended effect. For the player death effect, general parameters that are changed include the Duration, Looping, Start Lifetime, Start Speed, Start Size, 3D Start Rotation, and Gravity Modifier. Various parameters within the following are also added, taken away, changed, and/or adjusted: Emission (burst time, number of particles, etc..), Shape (the shape of the volume in which particles are emitted; i.e.- spherical), Size over Lifetime (particle size from beginning to end; i.e.- linearly big to small), Collision (physics can affect particles), Renderer (how the particles are rendered; i.e.- particles are cubes).

After creating the ‘Player Death Effect’ prefab, it is assigned to the ‘deathEffect’ variable in the ‘GameManager’ script that was set up earlier:

PlayerDeathEffect (assign in game scene)

Alas, to see how the effect looks in the game:

PlayerDeathEffect (in-game)

I must admit, lately I have been coming up with some ideas for a 3D platformer now that I have a little bit of development knowledge for the genre. This may be premature of me to say, but I really hope that I can finish this course by September or October. In effect, that will leave me with a bit of time until the end of the year to come up with a simple and fun design for a game to develop next year. My goal is to create an original 3D platformer in 2021 while continuing the weekly blogs to share my development process  for it (which would include any and all struggles along the way… *nervous chuckle*).

Anyway, I hope you enjoyed the (longer) read this week! Stay tuned for next week when I learn how to update the UI to display the player’s health and add another new object to the scene! Can you guess what that object would be? 🙂

– Taklon

3D Platformer GameDev Series – Weekly Blog #9: Player Invincibility

Howdy all! I hope everyone’s been doing well and perhaps finding their own ways to navigate through these times. For me, working on the 3D Platformer course and writing these weekly blogs have helped me relieve some of my recent stresses at work. I highly recommend others to do the same and perhaps even start their own blogs. If anyone does happen to blog, do let me know in the comments as I would love to see what you have to share with the world!

Alrighty, let’s get right into this week’s update on the 3D Platformer Course, shall we? After learning how to implement player knockback last week, the next thing to do today is to grant the player invincibility after getting hurt or taking damage.

We begin with the HealthManager script that we started last week:

HealthManagerScript (implement invincibility)

And to see it in action against the spike trap we added to the scene last week:


Looks good! However, there are many ways to show or represent invincibility in games. One of the simplest tricks is to make the player flash for the duration of the invincibility. This is simply done by programming the player to hide and unhide repeatedly. Still, the approach in Unity is a bit tricky. The first step is to create an array in the ‘PlayerController’ script to store all the “pieces” (or objects) found in the player armature:

PlayerPieces array (PlayerControllerScript)PlayerPieces (for invincibility flashing)

You may recall a few weeks ago when we created an array to find all the checkpoints in the scene – well now, we will use the array and update the ‘HealthManager’ script:

HealthManagerScript (showing invincibility by player flashing)

What’s noteworthy perhaps in the script above is the use of a math function called “Floor” (rounds the result down to the nearest whole number) and a computing operation called “modulo” (divides a number by a specified number – 2 in this case – and gives a remainder); these are used to perform a check on whether a number is an even or odd number. Little did I realize I have come to understand the following: Yes, understanding math may not be essential to game development – however, it sure makes a lot of cool and powerful things happen more easily!

And so, here is the end result of player invincibility and flashing:


That’s it for this week’s blog post! Thank you for reading, as always. Stay tuned for next week when I learn to complete the rest of the health system!

– Taklon

3D Platformer GameDev Series – Weekly Blog #8: Health System and Player Knockback

Hey everyone! Whoa… It’s been about two months since I started this weekly blog series and the 3D Platformer Udemy Course. I feel that I am now heading into the bulk of the course material where the coding and logic is starting to get a bit more complicated to grasp – you may realize this too (if you have been following this blog series all along) when I attempt to explain how to implement player knockback today.

Before I dive right into the main content of my post, there is a key concept that I would like to mention again as it is becoming more evident when making a game in Unity and programming in C#:

“Individual scripts should only handle their individual elements.” – James Doyle

This concept was introduced earlier when the ‘GameManager’ script was created. You may recall that this script deals with everything that happens at the broader game level. However, that’s not to say that we cannot create – as we have done – instances of individual scripts and functions within them to call or be called by other scripts. We saw how important this was for the first time when player respawn was implemented and then again when checkpoints were added. This keeps the script and coding logic much more easy to read and follow! So as I progress further in the course, I will point this out less; by now, you should be able to see clearly how scripts, in a sense, interact with one another.

Now, onto the main topics of this post. The first thing is to create a health system. While it may be tempting to create it in the GameManager script, as I had just reminded everyone, we would want a separate or individual script for handling and managing the health system instead:

HealthManager script

The health system is really simple to set up as you can see from above. And because the script is set up as an instance, the ResetHealth function can then be called in the ‘GameManager’ script whenever the player respawns:

GameManager script updated

Now, something is needed to reduce the player’s health and to call the ‘Hurt’ function in the HealthManager script. For this, let’s add a spike trap to the game!

Spikes (add to game scene)

Just as we did with the Killzone created earlier and the checkpoints added before, for an interactable object such as these spikes, a box collider is added and the “Is Trigger” enabled to allow the following “HurtPlayer” script attached to the spikes object to work:

HurtPlayer script

Excellent! The only thing left to do now is to set up the player knockback when the player gets hurt. For this, we turn back to the ‘PlayerController’ script. Yes, you read right… I didn’t think we would have to turn back to the PlayerController script either…


Oh my… Did you understand all of that? It took some time for me afterwards, but if I were to try to come up with this logic myself, I honestly don’t think I would have been able to. And as an aside, this is one thing that especially bothers me sometimes. That is, for someone like myself who is not naturally good at programming and logic, it bothers me when I understand some aspect of coding only afterwards in hindsight. Although, I do believe that there are always more than one ways of doing or solving something. That being said, can anyone think of another way to implement player knockback? 🤔


Anyway, that’s it for this week’s blog! I hope you enjoyed the read. Stay tuned for next week when I make our robot player temporarily invincible and flash after getting hurt!

– Taklon